Markus Darwath wrote:In fairness, most players figure out pretty quickly that they really don't want to max out their treasure searches due to the dynamic of good cards staying out of the deck and bad ones going back in. Especially when a hero's body points get down to about half, they become far less interested in risking hazards and wandering monsters.
That is equally true of both the original rules and the HeroQuest Gold rules
Markus Darwath wrote:I kinda like the idea of combining the searches into one and making it a full-turn action, but I would still want to incorporate the movement element by rolling the search area and allowing the hero to end his turn on any square in the area. This would put more work on Zargon, as named treasures would have to be assigned a specific location within a room, and one might desire to add in tokens or something to mark the searched portion of large rooms.
Floor traps in rooms would become mostly pointless unless a) they're located in a way that makes part of the room inaccessible without crossing that square, or b) some kind of check is added for a chance to accidentally set off the trap instead of automatically find it.
The HeroQuest Gold rules do partially incorporate the movement element.
• When you search a room that contains one or more traps then the search ends with you being placed on the trap square (or the nearest to your starting position if there are more than one)
• When you search a room that doesn't contain traps but contains a secret door then the search ends with you being placed onto the square adjacent to the secret doors (or nearest to your starting position if there is more than one)
The HeroQuest Gold search rules don't fully implement the movement element in the way that you have suggested, precisely to avoid the additional complication that you have pointed out.
The HeroQuest Gold rules do include "b) some kind of check is added for a chance to accidentally set off the trap instead of automatically find it", this is the "Detect and Disarm check" (generally referred to as just a "Disarm" check for short) you step onto a trapped square, you roll your dice, either you fail the test/check and the trap goes off or you pass and it is disarmed. Not so much an "automatically find it versus accidentally set it off" but rather an "accidentally step on it, get chance to detect and make if safe, fail and suffer" but I think they are equivalent.
Markus Darwath wrote:I don't agree with the idea that all chests (and possibly other furniture) are locked by default, but it can add a flavor element that when they are it takes an extra action to open them. One could require a check for this, making the same roll as if disarming a trap should a character wish to pick the lock, or some sort of attack roll to brute force it. Otherwise, unlocked (and trap-free) furniture would just be opened and examined whenever it fell within the search area.
This is a harder one to put into words, but the concept makes sense once grasped, I hope.
If, by default, you make the statement that all chests (large box made of thick wood, potentially reinforced with metal) are closed and locked, then by default excluding them from the general room search and instead having a specific Loot action, that automatically covers breaking them open, and if they are trapped then the disarm process kicks in as part of that Loot action, makes sense.
That is a clear and complete default position which means that all a Quest Creator needs to do as a minimum is put a chest icon on the Quest Map and include a statement as to what is in it or the fact that it is empty*. That can if they wish embellish and make exceptions to the general/default rule in the Quest Notes, for example, "A: The treasure chest in this room is unlocked and wide open so the Potion of Healing inside will be found automatically if the room is searched or can be automatically picked up by a Hero adjacent to the chest"
*and if you include the statement in the rules that a chest that doesn't state its contents or lack of contents then you draw a Treasure Card, treating any Wandering Monster or Hazard Cards as "Empty" then as a minimum default position you don't even need the statement detailing what is in it.
If on the other hand you start with the "softer" or more "open" default position of a chest can be open or closed, a closed chest can be locked or unlocked, can be made of balsa wood or reinforced steel, can be empty or not, and so on then the Quest Creator needs to remember to include ALL the necessary information every time they add a chest icon to a Quest Map. Every time they add a Chest then they would need to add a Quest Note detailing the Open/Closed state, the Locked/Unlocked state, the material composition, the contents, wind direction and so on. The gamemaster would then need a lookup table that compares all these different options and tells him which ruleset to use in that particular scenario - if open then include in room search, if closed then exclude from room search and use loot rules, if closed and locked then exclude from room search and use picking lock rules and loot rules.
This second option is pretty much guaranteed to ensure every Quest produced by anything but the most meticulous designer will have holes in it that the GM will have to either have to go through every Quest with a fine toothed comb and make up something to fill in the blanks, or will have to handle the situation in game on the fly (neither of which is desirable)
For me I prefer the standard rules and default handling to be strong, clear, robust and complete (as much as possible) to make the Quest creator's task easier (and that of their play testers) so that they can focus on producing more Quests and better quality and reduce the burden of interpretation from the GM (as much as possible)
Markus Darwath wrote:One big bummer to all of this is that you can come up with the most brilliant alternative rule set ever, but can't use it with the companion app.
True, but the Companion App by design it is fairly open, nothing stops a hero from doing a "Search for Traps", "Search for Secret Doors", "Search for Treasure" consecutively and in that sequence as part of the a single turn/action. Equally nothing stops Heroes marking a room on the board with a counter to indicate it has been searched so no one else searches the same room. For the Companion App you could just scrap the Loot rule and go back to chests just being another piece of furniture in the room as per the standard rules.